Multiple emergent enemies spawning during Ancient Meg fight - very frustrating and ruins fight

  • I think something needs to be done about event spawning. I just had an incredibly frustrating experience while fighting ancient meg.

    I'm solo slooping, fighing the Barnacled Dread. Towards the end of the fight, a skeleton ship spawns. Pretty frustrating to have this happen when I'm already fighting a boss. In between repairing attacks from both, I manage to finish off the Barnacled Dread. So now I'm fighting the skeleton ship, knowing I need to hurry in order to loot the Barnacled Dread before the loot despawns.

    Well as I'm fighting the skelly ship, what do I hear? A megalodon charging my sloop. Immediately after I finished the Barnacled Dread, and before I can finish the skeleton ship, a normal meg has also spawned on me. I now need to finish the skeleton ship, AND the normal meg, before I can loot the original boss.

    Well I managed to kill both the skele ship and the normal meg, but of course the Barnacled Dread loot is all gone by now.


    I think there needs to be some kind of change here. There are many ways this could be improved:

    • Don't spawn two emergent enemies in a row on a player who is already fighting an Ancient Meg (especially a solo player)
    • Add loot tracker to the map, so I can easily find the loot from my original kill
    • Make loot from killed enemies stay around longer if the player is engaged in another emergent event

    BTW, I have a clip of this happening which I can post if it's allowed here

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  • Killed the megs 30+ times. Happened twice that something else spawned and I think it's fine. It's rare and barely happens, RNG is in SoT's nature.

  • I'm not even convinced they that have control over the skelly spawns at this point lol.

    People have gotten them to nerf emergent spawning so many times over the years, but the skelly ships refuse to abide by the nerfs.

    Loot tracker is fine by me for loot that hasn't been touched. Piles of loot sinking without being involved in a cat and mouse situation doesn't make much sense when people are actively trying to find the loot nearby. Mark it it on map so it can be found before the timer runs out.

    I like both but if I had to choose I wish they over nerfed skelly spawns instead of meg spawns over the years. Been a rough few years for consistent and emergent meg spawning.

  • I'm solo slooping, fighing the Barnacled Dread. Towards the end of the fight, a skeleton ship spawns.

    Epic.

    , I manage to finish off the Barnacled Dread. So now I'm fighting the skeleton ship, knowing I need to hurry in order to loot the Barnacled Dread before the loot despawns.

    Same thing happens when you do World Events and other players arrive. Finish beating the enemy pirates, now you need to hurry and defeat say "Ashen Lord" knowing they be back for revenge. :p

    Well I managed to kill both the skele ship and the normal meg, but of course the Barnacled Dread loot is all gone by now.

    Lucky. I wished that happen more often. Best combat is open sea fights.

    Don't spawn two emergent enemies in a row on a player who is already fighting an Ancient Meg

    The Sea doesn't care. Heck, Ive had a skeleton ship spawn and it ignored me and fired at the Meg, and the Meg decided to Bite the skeleton ship.

    Add loot tracker to the map, so I can easily find the loot from my original kill

    Seagulls.

    Make loot from killed enemies stay around longer if the player is engaged in another emergent event

    You have harpoons, that instantly drop loot on ship.

    BTW, I have a clip of this happening which I can post if it's allowed here

    Your allowed, I like watching these epic fights. :D

  • It'd be interesting if they made emergent encounters battle with each other instead of specifically focusing down the player ship. Like how on land if you are attacked by phantoms/ocean crawlers/skeletons at once, they will actually fight each other rather than simply all target you. This could add some more dynamic and interesting encounters to the world while helping balance out what you described, having just like 4 things hound on you at once.

    Also I like the idea of a lot marker of some kind. I mean it already kinda exists because with pretty much anything you kill you will find birds hovering around it, but it'd be nice for these higher value things like the ancient megs to get a kind of beacon or indicator outside of just those birds.

  • @fysics3037 said in Multiple emergent enemies spawning during Ancient Meg fight - very frustrating and ruins fight:

    It'd be interesting if they made emergent encounters battle with each other instead of specifically focusing down the player ship.

    It used to exist before all the tinkering and nerfs.

    Skellies attacked megs, megs attacked skellies.

    Krakens didn't really attack pve but skelly ships often hit the tentacles unintentionally.

    Megs attack skellies less now but skellies still attack megs pretty good.

    I've had skellies kill megs entirely before while I was repairing, galleons are better for it because they can hit a meg 3 at a time.

    Poison darts are so powerful that it really changes the meg game quite a bit. Keep poison on them and they die quickly, including the new megs. I use the black powder to pop skellies on cannons and then get the megs with the poison.

  • With more experience and knowledge, you'll get better at knowing what to prioritise in these scenarios. It's a challenge, but it's one that many old players have been craving for years. You'll get there one day, just keep trying and learning.

  • @burnbacon said in Multiple emergent enemies spawning during Ancient Meg fight - very frustrating and ruins fight:

    Add loot tracker to the map, so I can easily find the loot from my original kill

    Seagulls.

    I am well aware of the seagulls; they don't provide the functionality I'm asking for. Seagulls don't appear on the map. They also don't offer any indication of what is beneath them. It could be random barrels, wasting valuable time.

    Make loot from killed enemies stay around longer if the player is engaged in another emergent event

    You have harpoons, that instantly drop loot on ship.

    This is both stating the obvious, and not addressing the point being made here. I can't use the harpoons if I have multiple enemies attacking me, pushing me away from the loot.

  • @itz-majman said in Multiple emergent enemies spawning during Ancient Meg fight - very frustrating and ruins fight:

    Killed the megs 30+ times. Happened twice that something else spawned and I think it's fine. It's rare and barely happens, RNG is in SoT's nature.

    It's happened to me on 3 consecutive Meg kills.

    I think either the spawning needs to change, or the loot needs to persist longer so that the player has time to deal with all threats.

  • @fysics3037

    @fysics3037 said in Multiple emergent enemies spawning during Ancient Meg fight - very frustrating and ruins fight:

    It'd be interesting if they made emergent encounters battle with each other instead of specifically focusing down the player ship. Like how on land if you are attacked by phantoms/ocean crawlers/skeletons at once, they will actually fight each other rather than simply all target you. This could add some more dynamic and interesting encounters to the world while helping balance out what you described, having just like 4 things hound on you at once.

    Also I like the idea of a lot marker of some kind. I mean it already kinda exists because with pretty much anything you kill you will find birds hovering around it, but it'd be nice for these higher value things like the ancient megs to get a kind of beacon or indicator outside of just those birds.

    Agreed. The seagulls are cool because they feel immersive and "native" to the game world. That being said, there can be multiple flocks of seagulls in a small area and it can take time to check each one. When you only have a few minutes to find your loot before it sinks, it would be greatly preferable to have a direct indicator to navigate towards.

  • @realstyli said in Multiple emergent enemies spawning during Ancient Meg fight - very frustrating and ruins fight:

    With more experience and knowledge, you'll get better at knowing what to prioritise in these scenarios. It's a challenge, but it's one that many old players have been craving for years. You'll get there one day, just keep trying and learning.

    I mean, I did end up killing all 3. The problem is that the loot disappeared too quickly for me to reap any reward from my hard-earned kill.

    It would be one thing if a player came and took it, or if I left the area. In this case, the loot despawned with me still in the immediate area and no other players around. I do not see a compelling reason why the loot timer could not be extended in this scenario.

  • @wolfmanbush said in Multiple emergent enemies spawning during Ancient Meg fight - very frustrating and ruins fight:

    I'm not even convinced they that have control over the skelly spawns at this point lol.

    People have gotten them to nerf emergent spawning so many times over the years, but the skelly ships refuse to abide by the nerfs.

    Loot tracker is fine by me for loot that hasn't been touched. Piles of loot sinking without being involved in a cat and mouse situation doesn't make much sense when people are actively trying to find the loot nearby. Mark it it on map so it can be found before the timer runs out.

    I like both but if I had to choose I wish they over nerfed skelly spawns instead of meg spawns over the years. Been a rough few years for consistent and emergent meg spawning.

    Yes exactly, this would work nicely - if the loot hasn't been touched, why not mark it on the map of the ship that scored the kill? Seems like a convenient feature without any major drawbacks.

  • @wolfmanbush said in Multiple emergent enemies spawning during Ancient Meg fight - very frustrating and ruins fight:

    @fysics3037 said in Multiple emergent enemies spawning during Ancient Meg fight - very frustrating and ruins fight:

    It'd be interesting if they made emergent encounters battle with each other instead of specifically focusing down the player ship.

    It used to exist before all the tinkering and nerfs.

    Skellies attacked megs, megs attacked skellies.

    Krakens didn't really attack pve but skelly ships often hit the tentacles unintentionally.

    Megs attack skellies less now but skellies still attack megs pretty good.

    I've had skellies kill megs entirely before while I was repairing, galleons are better for it because they can hit a meg 3 at a time.

    Poison darts are so powerful that it really changes the meg game quite a bit. Keep poison on them and they die quickly, including the new megs. I use the black powder to pop skellies on cannons and then get the megs with the poison.

    Interesting, I did not know about the poison dart trick. I will have to try that.

  • @collector321 It'd definitely be something worth adding for high value loot, such as the captain ship of a skeleton fleet, the BB ghost ship, or ancient megalodons. I believe the actual BB already has a beacon provided by the sword. It'd also help indicate to other players what has happened (specifically with the megs).

  • I understand the struggle; sometimes this game gets crazy and honestly, sometimes just downright stressful. But to be completely fair, this is quite rare and will present less of an issue with time. It may still be a bit much sometimes, but keep in mind this game can’t be made to everybody’s best interests. I don’t want to sound like I’m discrediting your idea; it comes from a better place than a lot of posts I’ve seen here. You not only presented a perceived issue, but also a solution. But to be completely honest, I just don’t think this would fit very well in the game world as it is, and could cause more gameplay issues on the technical side if you were to get in an even somewhat more intense situation. As for the thoughts on a certain number of encounters being present at once, I have to say, this is kind of the kind of battle myself and many other longer-time players have been hungering for for a while. While it may not feel like it, you were actually pretty lucky to get what you got!
    To summarise: I understand, but this is a pretty uncommon experience to have, and quite a few people would complain if these relatively rare cases were removed or prevented. I honestly believe the Seas need to be rebalanced a bit so the PvE is more challenging, but this isn’t quite how I’d do it. I believe in the Sea of Thieves that Captain Flameheart does; a Sea of Thieves where those who cannot survive fear those that can; where only a True Pirate for All Eternity can thrive upon the waves! My best advice is keep going; only by getting stronger can you become a pirate that can command what loot sinks and does not, and which Skeletons are worth your time, not them!

  • @collector321 said in Multiple emergent enemies spawning during Ancient Meg fight - very frustrating and ruins fight:

    Poison darts are so powerful that it really changes the meg game quite a bit. Keep poison on them and they die quickly, including the new megs. I use the black powder to pop skellies on cannons and then get the megs with the poison.

    Interesting, I did not know about the poison dart trick. I will have to try that.

    Yeah the blowdart gun in general is awesome for adventure/pve

    I've used it nonstop since it was released. Having poison and mini explosives that can be reloaded with ammo crates and ammo bags really opens up how the game can be played.

    It's how I quickly take out the newer megs as a solo. Cannon for general pressure and to cancel a charge and then I am hitting them with as many poison darts as possible.

    Since it delivers damage over time it can even be used to help cancel a charge if the opportunity presents itself.

    Another thing is to aim to kill fast. Megs and krakens are easier to take out with early damage and if you get two or three cannon shots on a skelly ship early on you might luck out and explode kegs on them and it'll sink easier, or you can at least take out the cannon line which will prevent you from getting behind on damage taken by them.

    If it's night time or heading into night time fire off a flare, just in case they are shadow skellies, never wanna get behind in a fight with a shadow ship at night.

  • @sirpebble323 said in Multiple emergent enemies spawning during Ancient Meg fight - very frustrating and ruins fight:

    I understand the struggle; sometimes this game gets crazy and honestly, sometimes just downright stressful. But to be completely fair, this is quite rare and will present less of an issue with time. It may still be a bit much sometimes, but keep in mind this game can’t be made to everybody’s best interests. I don’t want to sound like I’m discrediting your idea; it comes from a better place than a lot of posts I’ve seen here. You not only presented a perceived issue, but also a solution. But to be completely honest, I just don’t think this would fit very well in the game world as it is, and could cause more gameplay issues on the technical side if you were to get in an even somewhat more intense situation. As for the thoughts on a certain number of encounters being present at once, I have to say, this is kind of the kind of battle myself and many other longer-time players have been hungering for for a while. While it may not feel like it, you were actually pretty lucky to get what you got!
    To summarise: I understand, but this is a pretty uncommon experience to have, and quite a few people would complain if these relatively rare cases were removed or prevented. I honestly believe the Seas need to be rebalanced a bit so the PvE is more challenging, but this isn’t quite how I’d do it. I believe in the Sea of Thieves that Captain Flameheart does; a Sea of Thieves where those who cannot survive fear those that can; where only a True Pirate for All Eternity can thrive upon the waves! My best advice is keep going; only by getting stronger can you become a pirate that can command what loot sinks and does not, and which Skeletons are worth your time, not them!

    I appreciate your response. I can see your reasoning for wanting to keep the spawning the same. I see a potential fix here while leaving the spawning the same, which would be to take the following two steps:

    1. Extend the duration of loot in the water from kills such as Skele Ships and Megalodons, provided it is not touched, and provided the ship that scored the kill does not leave the area.
    2. For the same loot types, add a marker on the map for the ship which scored the kill. This marker disappears once the loot is touched by any player.

    In my view this combination of changes adds functionality without subtracting any. To be honest, you could even leave out change #2, provided that change #1 extends the loot timer sufficiently. I'm not sure what you mean as far as technical issues relating to these features.

  • I was simply referring to the game having so many things to keep track of at any given time, in situations like this, the game tracking each loot pool could be an issue. This could be possibly negated by just making a marker on the map that expires after ~ 10 minutes of any Meg or Skeleton Ships defeated by the given crew. But yes, this could honestly be unnecessary by just giving loot a longer period of time before sinking and despawning.

  • @sirpebble323 said in Multiple emergent enemies spawning during Ancient Meg fight - very frustrating and ruins fight:

    I was simply referring to the game having so many things to keep track of at any given time, in situations like this, the game tracking each loot pool could be an issue. This could be possibly negated by just making a marker on the map that expires after ~ 10 minutes of any Meg or Skeleton Ships defeated by the given crew. But yes, this could honestly be unnecessary by just giving loot a longer period of time before sinking and despawning.

    I agree, that makes sense. Just extending the loot timer might fix the whole problem.

  • @wolfmanbush said in Multiple emergent enemies spawning during Ancient Meg fight - very frustrating and ruins fight:

    @collector321 said in Multiple emergent enemies spawning during Ancient Meg fight - very frustrating and ruins fight:

    Poison darts are so powerful that it really changes the meg game quite a bit. Keep poison on them and they die quickly, including the new megs. I use the black powder to pop skellies on cannons and then get the megs with the poison.

    Interesting, I did not know about the poison dart trick. I will have to try that.

    Yeah the blowdart gun in general is awesome for adventure/pve

    I've used it nonstop since it was released. Having poison and mini explosives that can be reloaded with ammo crates and ammo bags really opens up how the game can be played.

    It's how I quickly take out the newer megs as a solo. Cannon for general pressure and to cancel a charge and then I am hitting them with as many poison darts as possible.

    Since it delivers damage over time it can even be used to help cancel a charge if the opportunity presents itself.

    Another thing is to aim to kill fast. Megs and krakens are easier to take out with early damage and if you get two or three cannon shots on a skelly ship early on you might luck out and explode kegs on them and it'll sink easier, or you can at least take out the cannon line which will prevent you from getting behind on damage taken by them.

    If it's night time or heading into night time fire off a flare, just in case they are shadow skellies, never wanna get behind in a fight with a shadow ship at night.

    Very cool, I appreciate the tip. I'll have to try the blowgun more

  • I had a sloop spawn on me, I just sailed out of meg zone and dealt with sloop there before returning.

  • @collector321 hard time getting rared hu ?

  • I have done the new ancient megs about 30 times also and it happened maybe about 3 or 4 times.
    Have to say I strongly agree with the fact that skeleton crews should not spawn during a fight with the new ancient megs, it is just so annoying and it gathers so much time for no reason especially when solo slooping.
    I understand the arguments of the RNG, etc, it's not about destroying RNG in SoT's nature, it's about preventing extremly unfair/time waster/rare situations happening during an already hard and time keeping event. It does not take anything else away from the rest of the game.

  • @collector321 bro got rared so hard. Unlucky

  • I have fought 7 ancient megs, so far I have been attacked by skeleton ships during the fight 4 times...

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